#MidiQOL
1 messages · Page 102 of 1
prolly won't error out yeah? I do this all the time when I share advantage reminder included items to people
Won't cause errors, a flag not being read is just a flag
okay i added the scale values to the class
now i just need to configure the rend to use a dice
Now you can make a damage only item, set the bottom action type to other or utility, and then add a damage formula and copy/paste the scale to the damage formula
have it be a self/self damage item, then you can just add that damage listed in chat as a situational bonus if you don't fast forward, till you can figure out how to make it all one item
so the damage formula how should it be? first time using scale values as damage
copy the scale value on the class item and paste it into the formula, if you chose the right type of scale value it should just work as is
a damage formula not other formula
others don't auto roll
this is how you jankily make it...jankily is now a word fyi...the real way to do this is all inside of a macro, but sadly I dunno how to do it for you.
once it rolls the self harm to the caster in chat, you can then add that number to the damage of the attack manually if you don't fast forward damage(add it to the situational bonus field in the popout with fast forward off)
alternatively you can turn on the legacy damage buttons in midi's main settings and select the target and use the damage button on the damage self damage manually
there it worked hope someday you can add dices to attributes that would make a lot of stuff easier
I keep getting undefined terms when trying to roll with this scale
Can't seem to figure out what's wrong with it
Show us the scale setup for that
Where would I find that? Imported stuff from ddb
The advancement tab of the class/subclass when editing that feature
Scroll down, do you see that scale value anywhere?
Should see Breath of the Dragon somewhere
I don't. I'll compare to another scaling one to see
Well that could be the issue.
It's trying to reference something that doesn't exist
Hmm. It did work before, but maybe I should just try reimporting
The scaling for it is just 2x martial arts die
well, at least at this level. I'll try and reimport
odd, page doesn't look any different after reimport, but it's working now for some reason
Quick question about the latest midi update and Dice So Nice. Is there a way to use the "ghost dice" or whatever setting but have the numbers still appear for the GM?
I feel like that's just how it worked before the lates update, but now it seems like I can't hide rolls from my players without hiding them from myself too 😔
I don't even use 3d dice for the DM anymore.
i still dont know what the hell im doing wrong is just an item macro that uses a d6 self damage as a resource
idk how can it be so hard
why did you make it a macro?
if its just self harm, make it self/self, action type other, add a damage formula of whatever, call it a day.
same as magic missile only self/self for target/range.
After anyone on my server casts an AOE spell, the server sits on it for at least a minute. Meaning it looks like it is processing something and nothing happens. Any ideas?
No error... It just sits there...
I try to move characters or pass turn, nothing happens...
And then... out of the blue, the server resumes like nothing happens.
Actually I just realized even when normal attack happens, the server gets laggy... 😦
It looks like the server is waiting for a reaction or something...
I activated the log and this is what is happening...
It looks like it is just stuck calling this Calling updateToken hook with args in an infinite loop
Versions of everything
My first thought is a midi setting is set to a module you don't have. Look at cover settings and template/target settings
It could also be bad old modules system
how to make a ability do damage and heal yourself?
In the pins wiki... item ideas. I'm on mobile hopefully someone can find that common answer for you
Are there versions of Wither and Bloom that automate the hit dice heal on an ally? Both versions of the spell I've found ask if you want to heal an ally, and they put a wither and bloom icon on the ally, but i'm not seeing any healing or a mechanism for it
?
If bugbear didn't add it to wiki yet look at his issues I posted it there for him to add
Ok that was definitly not it
CPR
trying to make a ability when they use it, it deals damage and applys a buff to them that increases there AC until there next turn temporarily.
I assume that would be in the temparary effects tab
but I'm not really sure which "Attrivute" key it would be
always always always lead with a + or -
having too many +'s is never bad, having a lack of one turns +2+2 to +22
have the item be self/self for range/target, have first tab of ae have no boxes checked, put the items action type to other or utility, add a damage formula of the damage you want
did the attrivute key right
that attribute key is correct if you want to add 5 ac, if you put a + in front of that 5
what is "of ae"
how have we not added lifesteal to the wiki or some sort of quick link lol
Between me, bugbear, and krig we've shared examples of it atleast 10 times this week alone
@inland vortex is CPR's really not working? it should be working
does the ally not have hit dice?
I'm getting the same results from CPR as the latest from DDBI. The ally doesn't tale damage, and gets an effect on them that lasts part of a round, but it doesn't heal him or use his hit dice
I'm checking it now myself, its likely you lack an optional dependency or you don't have any of CPR's world scripts/settings turned on
it should say in the description of wither and bloom what it requires
i wonder if i have midi qol set up wrong. your advice earlier about the order of CE and AE fixed AID
I made the AC ability work, though its when I equip the spell to the character sheet. How would I make it only give the +5 ac for a single round AFTER you use the ability.
the characters i've tried it on are all friendly player characters and all have hit dice
I need to update CPR cause its also broken for me but in a different way
did you resolve your issues?
that whole "Make sure no box is checked in the first tab of the effect" was skipped I see 😉
as for the duration, what is the actual druation of the ability, this is midi, you can do special durations, so share the items description, lets set it up right
ae is active effect
correct
Ok I see now
that box thats checkd is the mistake
if you want the item to damage them too, make sure the items target/range is self/self and then make an action type of other or utility, then add a damage formula.
@inland vortex haven't forgotten about CPR, just updating my module as I'm behind on it before I start reporting it as broken
actually it is not broken, my mistake was I had no hostile targets
thank you. i just updated my DDBI munching today. i was amazed at all the updates
You likely need to turn cpr settings on
i wasjust looking at them. i don't see one for wither and bloom specifically
the only time it doesn't heal is when the player has no hit dice
so show me the character sheet of the target who isn't healing you likely are incorrectly reading the sheet
some of his settings are about VAE. What is VAE?
or the actor is unlinked
nothing related to wither and bloom
show me the character sheet of the actor who never got healed, when you open its sheet, open it by double left clicking the token, not the sidebar
I could not find any old module or the cover settings or template/target settings...
configure settings>midiqol>workflow button> and from here check the top of workflow tab(targets) and the um....mechanics or rules tab. You want the cover settings.
what page would you like to see?
the front page of the sheet
i forget how to take a shot of that. i know you've told me before
ctrl+shift+s in windows 8+ is the snippet tool
this is what a properly setup midi will show if you use CPR wither and bloom:
I disabled some things there and the error changed now...
none of those are errors, you just have the dev debugger on in midiqol
Calling sightRefresh hook and Calling lightingRefresh hook
I mean calling these things hundred of times...
Scroll down to the last three settings in midiqol main settings view and set these like mine:
To be clear, this is just shutting off the debugger, cause those are not errors.
your problem is elsewhere spamming your console with dev debugg info is not going to help you
Your slow down is probably just having the dev debugger on
I had to turn it on to see what was that... Let me try
If I have a ability that lasts multiple rounds is there a moduel that I need to check if players are within that area?
Or if they enter the area*
when you come to this channel wanting to make something, always just share the description of the item, its much easier on helpers as translating what you want with your cryptic terms that we don't use makes it harder, just show us the description
The weird part is that the game is not frozen... I just cannot interact with tokens...
O I was more so trying to see if I could even do it
print screen, open mspaint, paste, select it, ctrl C, ctrl v in discord
before I make it
your statement was too vague to answer, description please 8)
you can make just about anything with macros, if you give us description someone can share it already made or give you an idea how to do it
no, macros are javascript code run in specific ways, sometimes on items, sometimes on active effects
sometimes what you want can be done with other more user friendly means that don't involve macros
can't tell ya till ya give us context 😉
your specific ask leads me to three different ideas but if you clarify it by simply sharing a use case I can better answer you
@random jolt I think your original problem was exactly what I thought, you have a setting on in midi that references a module you do not have installed
either the template setting here is referencing walled templates or df templates and you don't have it installed or...
Cover setting here is referencing levels auto cover or simbuls and you don't have that installed:
(Or both)
There is also a chance the simbuls cover calculator revamp that just dropped broke in midiqol, have to wait for people to report it, as you can see, I don't use it 😉
I am looking into it
The problem persists... 😦 Even when I refresh the page...
It just lags like crazy...
the debugger is still on or theres lag?
Nope
It needs to finish processing something before I can interact with the tokens again...
open the console with the debugger off and show me what is there when you do the act of casting fireball
did you check those two locations in midi's settings
I strongly feel its cause you have a module not installed
i'm sorry man, i'm not able to figure out how to take a screenshot on this computer. i can stream if you like
are you on windows?
yes
on the keyboard to the left of scroll lock is print screen
hit that button, then open mspaint and paste from clipboard
how many users are connected?
bottom left
Just me
your reaction window is timing out, who owns the targets?
you?
AH HAH
THAT is the module you are missing
you have saves set to Monks tokenbar or Let me roll that for you, and you do not have said module
workflow button, workflow tab, save section, the 3 drop downs at the end of the save section, the two for DM's are set to either LMRTFY or MTB and you don't have the module
After it unfroze this error came up... Not sure if it is related...
I created a spell that apply weakened to people, though when they are using a attack that has it's ability modifier set to strength midi is not automatically halfing the damage?
Could it be because the effect is a ability check?
I think I have that set to Let me roll that for you
But I should have both modules 😦
I incorrectly assumed the reaction info in this image was midi, you have module conflicts, that is not midi doing the reaction
midi's reaction prompt is this:
Hmm
start by clearing all of these out
if it was none of these, share me your module list in a dm
if you find the culprit please lte me know so I can add it to the list if it wasn't here, let me know anyway so my curiosity is quenched
Ohh lord, you might have found the issue... Restarting the server...
Fast Rolling by Default and Multiattack 5e
hmm, the whole shot, not the cropped one
oof
Just a sec before we celebrate.
can you share your module list to me in a DM?
Still lagging though...
right away one red flag you have is using CPR with cub, its not technically bad to have, its just that cpr makes you install dfreds Ce so the two modules conflict with each other, normally you shut off condition lab/enhanced conditions but you appear to have it on.
I'm going to attribute it to 130 modules
you also still have a debugger on
Not from MIDI
mouse over "targetreaction" in the top half of that console log and look at its filepath
If a character has "Weakened" on them, will midi automatically reduce strength attacks by half damage?
lol
ok this is gonna be hard to hear but you got a road ahead of you
when you updated to v10, you never updated your modules properly, you have to go through all 132 of them, and manually make sure they are all v10, if they have a yellow v9 or older, uninstall/reinstall, if it comes back still 9 or older, yeet it. Also since you have 132 modules, it is very likely one of them is modulemanagement +. That module makes this step hard, and is probably exactly why you never discovered the issue as it hides the compatibility warning.
Dear lord man...
actually come to think of it, FTC does have that warning they haven't updated it, for whatever reason, so thats not going to be bad, but still, you need to fix your modules, and honestly, if your chief complaint is lag, cut your modules in half.
sure people will chime in with 100+ modules and say they have no issues, but they aren't you. They don't have the same 100 modules as you. Trim the fat, specially out dated modules. and for the love of god, findout what module has that debugger on and yeet it
The easy answer is no, did you make this weakened, is it from a premade? Midi SRD and CPR have ray of enfeeblement automated but I'm not sure if its automation is called weakened
It was just a option that comes with dnd 5e i suppose
Is there ways to do things similar to that
perhaps reducing the next attack by a % etc.
it requires macros, but yes, midi srd and cpr have ray of enfeeblement that does exactly that
Thank you @vast bane you deserve a raise! That was a hard one to find. I spent hours trying to solve this one.
What change mode should i use for the damage reduction flag? Im trying to make it so the effect reduces slashing damage by 1
Not really understand what you mean by this "midi srd and cpr have ray of enfeeblement that does exactly that"
are you talking about a spell called ray of engeeblement?
Also is there a place where I can find basic macros?
you could try to learn javascript then write them sure, but there is not a place for simple macros
midi srd and CPR are modules that offer premade items you can just drag to sheets and theur automation works
Ray of Enfeeblement is a spell in dnd5e that halves the damage of whomever is struck by it, if their attribute they roll with is strength
most people make the mistake of using the wrong attribute key, show me what one you are using
its also in the wiki
flags.midi-qol.DR.slashing
im using the damage reduction flag
im just wondering which mode to do it in
I believe add is the suggested, but custom works, it can just lead to problems
thanks
wait I think its the other way around
custom, but add works, just leads to problems when you somehow stack them
ill try it out either way
thanks
and does the effect stack with other damage reductions?
say there are two effects that provide DR of 3 to slashing, would it stack to 6?
you can see that if you mouse over the token in the DM damage card
I see the custom ones have a macro thing
Is there a plae I can go to edit the macro?
To make it do slightly different things?
Like adjusting the numbers etc
Also would there be a way to make a over time healing/dps spells without coding?
itemMacro specifically is a macro embedded into the item, you need the module Item Macro to see those.
Over time healing/dps can be done by OverTime with Midi https://gitlab.com/tposney/midi-qol#flagsmidi-qolovertime-overtime-effects
when you install item macro, turn off character sheet hooks in its settings, it directly conflicts with midiqol and breaks all macros
the Midi sample items compendium has an example of healing over time called "regeneration"
@cinder tapir the problem is you are brand spankin new, so its all french to you. Eventually you will learn the ropes and start to catch on but right now...just gotta watch and absorb. Its more nuanced than we can give you of an answer. Some items are really simple to make, and then others require 300 lines of javascript
one way I utilize to figure otu things is I think of something that does something similar and see if someones made it, and then try to reverse engineer it
Where is character sheet hooks located in the settings
Item Macro settings
ooo
in item macros settings its pretty easy to spot theres only like 6 checkbox settings in it, its the one that uses "character sheet hooks"
Its inside the item macro module
O ok ill get that
I was trying to look through the 5e settings
Krig was instructing you to install it, thats an often forgotten instruction when mixing that module with midi, people leave its sheet hooks on
LEave off?
the module is being hijacked by midiqol to hold all of its shit for it, its actual features are not wanted by midi users
normally users can just never have it installed, you only have to install it if you need to edit the macros stored with it
Ok cool, so the over time thing
Is that a thing I need to download?
Or is that already inside Midi
its an active effect key that accepts very specific syntax and then it will just work over time for the duration
the premade regeneration in the midi sample items is an example of overtime healing
overtime damage would probably be um...acid arrow maybe?
Does anyone use Regenerate out of combat? Does this need to be automated? Thoughts?
Technically regenerate can only happen out of combat bugbear
(look at its casting time)
we need to put vampiric touch or some other lifetap spell/item in the item ideas on the wiki, that dang thing gets requested too often not to be lol
I meant for the 1 hp per turn part
Confused on what exactly the over time thing is
You will need to take a look at THE readme https://gitlab.com/tposney/midi-qol/-/blob/v10/README.md 😅
I feel like the problem here is that you don't actually know core dnd5e well yet, and you haven't told us what you are literally making so we're just answering parts that you aren't understanding, give us the description of the item you are trying to make
Then we can help with any confusion (and there will be 😄 )
I'd suggest watching alaustin's tutorials first before midi readme lol
I am trying to make a item
that when put on a person
heals them for a specific amount, then heals then again for a smaller amount for 3 turns.
Like a spell
is the initial literally at the time the spell is cast?
then the following 3 turns its the same lesser amount?
sounds like acid arrow only healing instead of acid
The spell heals for (amount) right away when they use the spell
Give the spell a healing formula for the initial heal.
Then add a DAE with a MidiQOL Overtime effect with a duration of 3 rounds.
Then heals for (Smaller amount) at the start of 3 turns
Ok DAE
I haven't really learned about what that is
Though i know its a opinion at the top of spells
dae should auto complete the overtime key if you just type overtime in the attribute key
Take a look at the readme I linked. You will have to do it sooner or later if you're to be using MidiQOL
the dae button is the best method to create an active effect on an item(opinion) we just say dae to get people to press that button
When you have read the readme, and are ready to pop the values into the effect value field of your overtime active effect, you can utilize this nifty cheat sheat to copy and paste off of so that you don't typo anything, but do NOT skip the step of reading the midi readme first.
||https://github.com/MotoMoto1234/Midi-Wiki/wiki/Overtime-Cheat-Sheet||
click the plus symbol to the right of new in your image above to make a new active effect, the reason why the wrench is better to do this is cause it usually attaches the items icon to the ae
What is the readme?
he linked it above, its the instruction manual for midiqol
I've read the readme, not really understanding what the link is trying to give me in regards to over time
nor am I still sure where to put the value
I assume here
Yes
the cheat sheet is meant for you to copy and paste so that you don't mistakenly misspell or miss case the syntax of them since the effect value of an overtime is very very strict
I've read this
inside the read me
I'm confused on where i'm putting all this info lol
I assume this is the first step
perhaps you should look at an example, go to the midi sample items compendium and look at the effect on hold person
But where am I adding the extra stuff you guys are talking about
that is not hold person in the midi sample items
that is hold person in DAE SRD which you should not have installed
and your modules handling status effects are screwed up
DAE SRD is constantly confused with either Midi SRD or Dynamic Effects using Active Effects
DAE SRD is a poorly named module that died in v8 foundry that constantly gets installed by accident cause its name is very similar to much cooler modules
The fact that Asleep exists means you have nothing handling them
wrong compendium first off, but I'm shocked midi srd has THAT for an active effect
is it because he has none of the supporting modules?
Do I need to get more moduels?
nope you need to just look closer at the modules compendiums, I said Midi Sample Items
Midi SRD kinda needs DFreds CE
thats why its misaligned right?
its set to asleep instead of paralyzed cause its assuming CE's exist
It should be a paralysed (CE) in the Hold Person with the CE installed
Yeah it gets the 1st available
Should I download that?
nah lets tackle overtimes first
find the midi sample items compendium, it comes with midiqol
you just chose the wrong compendium
expand that box so you can properly read it
Again needed 😛
What are all the different effect values?
don't worry about that you are only looking at the overtime as an example the rest can be solved later
those are in the readme that you said you read 😉
Off to finally work on MidiSRD! 👋
the point of this exercise was to show you an example of a built overtime
Well i'm trying to figure out how it works
stop looking at the dang condition, you are trying to make an overtime, look at the overtime key and only the overtime key
there ya go, you have an example and the manual, deductive logic should get you the rest of the way in how to "Make an item that heals immediately and then heals over time for 3 more rounds"
in the readme overtime section go down each of the entries and ask yourself if you need it for the heal over time
another good example, infact a much better example, in that very same midi samples item, theres a regeneration overtime that is a heal over time
How do you get it so you can type?
I have to manually scroll through all the options
Though I see in this guys screenshot they can type to get it suggested to them
Ok I can magically do it now
click on the top field
I scrolled up, you clearly could you just never did, you clicked the drop down instead
also pro tip, when you get suggested auto completes, it shows a max of 10, but you have to fiddle with the scroller to see past 3, the auto complete kinda falls off the window and doesn't go past the bottom of the screen till you scroll
its really glitchy there
Surprised @coarse mesa hasn't figured out how to fix that lil css mistake
Ok so it heals, then says on for 3 turns but isn't healing every turn after
I assume this is incorrect
I’ve not noticed it tbh. I’m mostly using a trackpad when I’m playing with AEs and just used to scrolling with that
you likely typed the wrong stuff in the ae, show us what the ae has, I wanna see all 3 "tabs" of the active effect
am I right that its a css thing?
missing all 3 commas in lines 1-3
so true
but fwiw, now you know why I share the cheat sheet to people fiddling with overtimes 0_0
Yeah it would be
I specifically designed the cheat sheet so that the only copy/paste without a comma is label= which is basically on every overtime so just always do label last and the sheet is perfect to copy/paste
in my cheat sheet there is a rollMode= option for if you want the heal whispered or public, or self roll
not sure if thats in the readme yet, he just added it, may only be in the changelog, tim needs a secretary hehe
I see the part that talks about making things be able to stack
though not really sure where the setting is located
or if its something I add to the effect value
Just can't find where it is though it mentions it
stacking is on the first tab of active effects, its a drop down
also he's referring to a midi sample item so you can actually find that item and look at it
O I see
would it be possible to create an effect that automated the regeneration of monsters?
if you mean trolls and such, yes, but the damage stopping it will require some automation macros that I don't know how to do
one already exists
Regeneration premade in midi sample items compendium
I personally don't like how that one rolls publicly though:
I didn't know how to stop regen if damage has been applied so I just put it in the label
Would it be possible to make a spell that would put a damageType=temphp shield on someone as a buff, and go away when the temphp shield was broken by damage?
world scripts for ending effects on updates of the token
is it just temp hp?
if so then you don't and shouldn't use an active effect for that
never ever ever add temp hp or hp, or even max hp in an active effect
unless its via an item macro key or the overtime key
directly modding system.yadayada.hp and temphp will break the token to be invulnerable
Is there a way to make a active effect on someone, that will trigger if they are hit by daamge?
give us the description of what you are trying to make, you could be totally down the wrong path to making the item
preferrably the literal description of the item
I want to make a spell that will act as a buff for 1 round, if the person with the buff takes damage during having that buff, they will have damage prevented.
how much damage?
Well is there a way to specify the amount?
does it shield say 5 damage from all instances of damage for that round, or does it shield 5 and then fades after the first time they are damaged?
is the item a reaction or something they activate on their turn?
I assume the effect
of the buff that is put on the person from the spell
will be a reaction
totally possible
how does CPR not have stones endurance lol, I have to go enable MASIF to get it
(Add might be wrong, it might be custom)
replace my effect value for whatever you want
Hell yea ty
Make sure you turn on and setup reaction prompting or they won't ever get a chance to fire this before attacks in midi with auto rolling on
I assume if I want to make this a spell you can cast on not only yourself but others, I adjust it to creature, and add a duration to it.
oh shit
yeah this is where not having the support modules suck
you need times up module for sure, possibly simple calendar
if you want it to show up on the token as a lil icon, then don't put a real duration, instead put the name of the effect in the force show field.
if you don't see the special duration option I listed, you lack supporting modules, probably times up, maybe simple calendar
there are 3 reactions that prompt, reaction, reaction targetted, reaction damaged, you want that to prompt on reaction damaged
in the items details tab you should have the option to set what reaction it is, look above in my other images for where
reaction prompts regardless of hit, reaction damaged prompts if they are hit
reaction manual is what you use for reactions that you never wanna see in combat(feather fall)
This one?
I see it now
Duh
lol
If it's set to reaction damaged, how can I make this so I can use it on other people?
I'm gonna hope nobody corrects me when I say you can't
the only way is an advanced thing that I really don't think you can setup
the reaction prompt system only works with the target of an activity
nobody else can interject into the workflow
So there is no way to make it so I can make a spell that can be cast on other players that reduce damage?
Kinda like a buff
you can, but it would never interrupt the workflow
not sure what that means
you could totally do it manually if you don't fast forward
but like I sometimes feel like I'm the only person in this channel who doesn't fast forward
99% of midi users get the module to skip the advantage/normal/disadvantage and crit/normal popouts and have midi automate it all. Because of this, you can't interrupt workflows as a third party, you could if everyone stopped the automation and waited for manual reactions.
So creating buffs on other players that active when specific activation instances are required is pretty hard to create?
I've done that with the blindfighting feat but its not overruling the invisibility
Hey people! Is there a way to get a larger template for upcasting a spell like fog cloud without just having the spell X amounts of time in the spellbook? 🙂
I personally would not waste my time making it, its not a spell that gets heavily used, I rarely do the rare spell casts, but I'll take it if someone makes it.
i wonder if the animation changes in size if you manually edit the template after cast
We have a house rule about grease being able to be upcast and I am going to use that a lot in the coming campaign but, if the Moto says it not worth the time it isnt.
I run dotmm, fog cloud just was never cast, I actually will take their prepared spells and automate them if they aren't after the first session that they set their spells in campaign, have never had to touch that, grease is already automated.
and the answer is no on template editing after the fact changing the animation:
Yeah no, its about the template size. The rest works fine.
What's the scaling?
from grease' 10 ft to +5ft for every spell level above 1st.
it'd be even better if it went around corners lol
Walled Templates should let you do that
Walled Templ--
I meant as a joke for the grease spell since it'd be funny to turn a dungeon into covered in slime hehe
Wtf, I just found the most amazing thing in the midi sample items and I had no idea it existed lol.
No way this slipped past me in the changelog
Has this key existed this whole time lol?
why were we doing macros if its as easy as this?
This has to be new lol
It's been there for the last 5 versions at least
Sittin here tryin to find the feats in Midi srd then It hit me, theres only 1 and he probably didn't touch it lol.
Its from early March
It could be feasible with the new target on use flags, when cast is would add an effect with the proper flag, like preApplyTargetToken which would call a macro that reduces the damage
@sudden crane Your suggestion of making a template scale through an on use macro preItemRoll, is there a way to update the template the item's about to roll in the workflow or were you thinking to create a new item and roll that instead?
it can't be pre item roll cause it needs to know what level you cast it at right?
Was thinking on updating the rolled item to update the size of the template
It's tricky to find the proper hook
You are right…
for fog cloud it doesn't really have a workflow you could just edit it before automated animations starts
You will need to get the args for the spellLevel and then try to Hook on the preCreateTemplateDocument maybe
Let me check if there is dnd5e hook called before the template is created but after the dialog…
all you really want is to have the template the right size before AA fires
holy cow
guys we technically don't even need midi or item macro
its about an animation anyway, just use Automated animations macro
It's for targeting too, no?
fog clouds template is just to set its size I think
nothing happens to the targets right?
they aren't blind, just everything is behind full cover
heavily obscured
The last dnd5e hook called before the template placement is “dnd5e.itemUsageConsumption”
So in preItemRoll, register a hook.once on that and update the item accordingly, the spell level should be in one of the args
@gilded yacht you forgot to add await on two triggerTargetMacros calls, preApplyTargetDamage and isDamaged
@violet meadow You mentioned ages ago that you used a world script for your player A reacts on player B being attacked within 5 ft stuff, like fighting style: protection, can you show your setup so I can steal that? I did see you post an item with active auras but I have no aura needs beyond this one for now
Might be easier ```js
Hooks.once("preCreateMeasuredTemplate", (...args) => {
const itemUuid = args[0].flags.dnd5e.origin;
const workflow = MidiQOL.Workflow.getWorkflow(itemUuid);
const { castLevel, baseLevel } = workflow.castData;
let updates;
if (baseLevel && castLevel) updates = {distance: 20 + 5*(castLevel - baseLevel)};
if (updates) args[0].updateSource(updates);
})
Oh sorry that was for the template radius change
I'll try to dig that up. I vaguely remember something and for sure I haven't used this recently
isn't protection alot easier now with the new reaction?
Reaction Targeted
Oh its reaction pre attack roll
For third party reactions you still need an aura to trigger on the real target which would call the macro associated to the aura owner. Or a world script that register on the proper midi hook
What is easier to do without an aura is damage retribution
yeah I use one active auras third party reaction and then another I use in a really nifty way, I have protective bond third party reaction via peace cleric cause it doesn't need to be creatures near a character, it needs to just be the bondees
Fire Shield and all these spells or abilities are easily done now.
I am trying to remember the conversation that Krig mentioned 🤔
For third party reactions, midi would need to go through all the tokens in the scene to check if they have third party reactions items which should have an activation condition to allow pre checking if the conditions allow the third party reaction.
But performance would probably be impacted by all these check at every step of the workflow
#1010273821401555087 message from here and then down
This is what I had started doing as an add hoc on the automated conditions 5e module.
Check for available reactions and, parsing some info about when to call them, make it available.
Not an easy to share code snippet
Fair dues, worth a shot
if we don't fast forward a third party reaction could fire if it gets in before the attacker rolls damage right?
or is the workflow not going to be modified if I suddenly gave it an attack fail key?
then again, if you don't fast forward the dm could just say "Don't roll damage"
please does anybody know how to overrule a disadvantage flag in dnd5e? the character in question has see all and sense all set as detection modes. also has flags for detection in blindfighting feat. but nothing i do gets rid of the disad from foe being invisible
probably something is missing here. I will take another look
For reaction before damage, yes, manual reactions can be used before clicking on the damage button, but you cannot update the original workflow, the only way to affect it is with active effect added to the real target, that’s what I did with Barbarian’s Spirit Shield
That's actually RAW
Invisible just straight up grants disadvantage on attack rolls towards the target, has no bearing on actual visibility
It is the weirdest ability
OK this should work for updating the template radius based on the spellLevel
the feature has to specifically say that it cancels or dispels invisible condition
look at the wording for faerie fire
(which may not be automated properly in foundry)
They didn't mention that spell?
I was just suggesting faerie fire for how wording should be
incase they are making homebrew
It works, the preview shows the normal template though, any idea if that's improvable?
It does a small update
Maybe a cloned item with the changes is better for actual use
Could warpgate the item really early maybe
Not easy to do, as the preItemRoll will not have the spellLevel
could just completely abandon workflow and make a macro that asks for a spell level, and makes the template and animation and expends the spell slot
Complicated with concentration potentially
I mean you would need to cancel one workflow and roll the synthetic, which is too much trouble for my liking
The last hitch with this method just seems to be for the player to visually see the template being created, functionally it's great
Another hook on whatever renders the template before you place it, maybe?
Yeah it needs the previewTemplate and then updates it to match the provided data
Or you could Hook on the dnd5e.itemUsageConsumption and then change the item's properties as Elwin said
Understood, but surely there must be a way to override. See invisibility should do this but doesnt
~~That should do it 🤔 ```js
Hooks.once("dnd5e.itemUsageConsumption", async (...args) => {
const itemUuid = args[0].uuid;
const workflow = MidiQOL.Workflow.getWorkflow(itemUuid);
const { castLevel, baseLevel } = workflow.castData;
if (baseLevel && castLevel) await workflow.item.update({"system.target.value": 20 + 5*(castLevel - baseLevel)});
});
You might want to change the item radius back after the fact, but no matter what it will be correct, as the update happens with each casting
It doesn't seem to update "fast" enough, so using this will just make your next item cast the scaled size instead of the current one
Ha does it not? ffs I thought it did
I can't think of a good way personally. I don't really recall it being done before either.
Conceptually; an actor on use macro to look through the sources of disadvantage in the workflow, find Invisibility, and update workflow to remove it from the list of sources before the attack roll resolves, but looking through Midi's arguments, I can't quite find where those are and iterating through all of your targets' effects to try and find/match seems janky.
What about using a see invisible detection mode?
just dont understand why they implemented see invisibility if it has no functionality
tried that. doesnt work for me
it brings up the ATE visual effect but does nothing to remove disad
Get the Lantern of revealing Item from the sample items
lastArgs = args[args.length -1];
const token = await fromUuid(lastArgs.tokenUuid);
if (args[0] === "on") {
const updates = {};
updates["flags.midi-qol.revealingSave"] = {
"light.angle": token._source.light.angle,
"light.bright": token._source.light.bright,
"light.dim": token._source.light.dim,
"light.animation": token._source.light.animation,
"light.alpha": token._source.light.alpha,
"light.contrast": token._source.light.contrast,
"light.color": token._source.light.color,
"detectionModes": token._source.detectionModes
};
updates["light.angle"] = 360;
updates["light.bright"] = 30;
updates["light.dim"] = 60;
updates["light.alpha"] = 0.1;
updates["light.contrast"] = 0.5;
updates["light.color"] = "#f8c377";
const detectionModes = token.detectionModes;
detectionModes.push({id: "seeInvisibility", enabled: true, range: 30});
updates["detectionModes"] = detectionModes;
return await token.update(updates);
} else if (args[0] === "off") {
const updates = token.flags["midi-qol"].revealingSave;
updates["flags.midi-qol.-=revealingSave"] = null;
console.error("Updates ", updates)
return await token.update(updates)
}
I thought that should work 🤔
Most of what Midi implements isn't dnd5e, dnd5e introduced See Invisibility to visually (for the player) see invisible tokens selectively. All the advantage/disadvantage stuff is Midi.
I can see the flags and I thought that would work
oh well 🤷
(For your question of why they implemented see invisibility with no functionality, dnd5e doesn't do any of that stuff regardless, it's meant to mimic a tabletop experience at a physical table - by and large)
ok, starting to understand, but in a situation where ads/disads are automated, im at a loss as to what to do
so the single disad cancels out all ads even though it shouldnt apply
wait a minute, I think I got it. testing
it seems the only option is to turn off midi automation which is exactly what i dont want to have to do
rules as written the invisible conditions benefits still apply but spells which require sight will work if they can also see invisible people.
There are nuanced rules that alot of people don't even know exist with spellcasting that matters for see invisible
They do still have a point of Faerie Fire, like you mentioned earlier. It doesn't dispel, it just nullifies Invisible, which means as auto gearheads, it'd be nice if we had a way
Considering advantage attribution literally compiles a list, I do wonder if midi just has sources of adv/dis somewhere and I just can't find them
just pre item roll suspend invisible on the target, at end reenable it
or suspend it till the stripper dust is off them
Does condition immunity effect an existing condition on them?
Try this for the invisibility condition for the disadvantage
key: flags.midi-qol.grants.disadvantage.attack.all
mode: Custom
value: workflow.token.document.detectionModes.find(d=>d.id === "seeInvisibility") ? MidiQOL.getDistance(workflow.token,workflow.targets.first(),false,true) > workflow.token.document.detectionModes.find(d=>d.id === "seeInvisibility").range : true;
sounds ideal but i have no idea how to do that
drum roll. im excited
Same thing for granting advantage on the attacks correct?
If the target can see Invisible the invisible attacked shouldn't have advantage.
Hmm let's try that too
MidiQOL flags for Invisibility condition to respect the seeInvisibility detection Mode.
key: flags.midi-qol.advantage.attack.all
mode: Custom
value: workflow.targets?.first().detectionModes?.find(d=>d.id === "seeInvisibility") ? MidiQOL.getDistance(workflow.token,workflow.targets.first(),false,true) > workflow.targets.first().detectionModes.find(d=>d.id === "seeInvisibility").range : true
/**************************************************************************************/
key: flags.midi-qol.grants.disadvantage.attack.all
mode: Custom
value: workflow.token?.document.detectionModes?.find(d=>d.id === "seeInvisibility") ? MidiQOL.getDistance(workflow.token,workflow.targets.first(),false,true) > workflow.token.document.detectionModes.find(d=>d.id === "seeInvisibility").range : true;
These are Activation Conditions for MidiQOL flags 😄
just highlighting my lack of knowledge. I have no idea where to find those. In the module Json?
So how do you apply the Invisible condition?
It should have some MidiQOL flags on it, correct?
various methods. first was via fog cloud coded to provide heavy obscurity (=invis), then tested by applying invis directly via token hud condition
Which module do you use for these conditions? DFreds CE for example?
yes dfreds
OK go to DFreds, duplicate the Invisible condition and add the values in the relevant fields in the Invisible DAE
Does this make sense?
Not sure where to post this, because it could be Midi, it could be DDBImporter. It looks like my hunter's mark isn't auto-applying the additional damage dice on hit.
The other spell I'm seeing issues with is Chill touch. It provides the animation, but it doesn't look like it ever rolls to hit or rolls damage.
I'm of course sure it's User error, I just don't know what's going on.
Does the Hunter's Mark have a DAE with a flag of onUpdateTarget?
duplicated CE invis but no DAE tab
Let me see if I can check and find that
Right click edit it. Does it not open up?
Effects Tab in this screen
Nice. Copy paste the Values provided in my previous post
Everything after the value:
done that but still not getting expected result
Yeah there is a bug currently on DAE. Which version are you on?
It's DAE related, sorry
Did you reapply the new Invisible condition on the token?
yes
OK and are you in range of the seeInvisibility detection Mode? 🤔
10.0.37
I try to update all of my modules fairly frequently
err
sry that's midi
Yeah its DAE related, but still the same issue. You will need to wait for an update
yes definitely
do you know if it's the same issue with chill touch not rolling damage automatically?
Do you have advantage attribution on in MidiQOL settings?
Also can you check for any warnings in console from midi-qol?
Is there something like this?
Could be. Not sure which is the Chill Touch you're using
Check console for any errors
think im getting somewhere now 🙂
Probably something else, based on this screenshot. Check for errors in the console.
I have a short question. I work with Midi Qol and Convinent Effects to recreate the rallying mark of the warlord by Kibbles Tasty. When applied it adds a certain amount to the next damage roll and heals the one who hits by the same amount. Which attribute Key do I need for either of those? Rules as written would be that is is in both cases the same amount but I am not that picky.
What effect do I need to add to the actor so that stuff like "Eldritch Invocations: Gift of the Ever-Living Ones" would grant it the max healing? I've added the effect "flags.midi-qol.max.damage.heal" but it doesn't seem to work. How do I fix that?
You probably need something like flags.midi-qol.grants.max.damage.heal | Custom | 1 if you want the actor with that effect on to get healed for max.
You can even check for the familiar to be in range with something like this instead of 1 in the Effect Value field ```js
findNearby(null, canvas.tokens.placeables.find(t=>t.actor.id === game.actors.getName("Unique name of the Master Actor").id), 100).some(t=>t.actor.id === game.actor.getName("Unique name of the Familiar Actor").id)
Change the placeholder Names above with the sidebar Actors for the Master and Familiar.
eg ```js
getName("Thorin").id //for an actor named Thorin
Thank you. I just tried. For some reason "Second wind" works - heals for maximum, but "Healing light" doesnt - still rolls. I guess the difference is Second wind only works for me, while Healing light can be used on other targets. I've added both "flags.midi-qol.max.damage.heal" and "flags.midi-qol.grants.max.damage.heal". Set as Custom and 1.
Any idea what I might check to make the other ability work properly as well?
Nvm, I got it to work. Thank you
Good morning. Is there an automated version of the Inspiring Leader feat?
Good to know 😄
It's names, not actor IDs, right?
Silly question, but, if I use, for instance, 0.9, will it heal the target to 90% HP?
It's a true or false flag, not a value flag
1 = true, 0 = false
Custom tends to be those
right, makes sense
How'd you imagine automating this? It's something that takes 10 minutes so it's not something I've automated at my table personally - as in, the feat/action takes 10 minutes to do and that's not really battlemap material
so the code he wrote there will ultimately result in 1 or 0, right?
I wanted the ability to add the temp hp when you use it, rather than doing it manually
I've set it up as you said, and it's healing for maximum regardless if the familiar is farther than 100 feet
Any chance there's some error in the code?
Just make it a healing action type with temphp as damageType in the damage formula
Might have an error, I am not at my PC now to check. Will revisit later
Thanks mate
I'll give it a go
To be clear, this is not rules as written.
The Spell see invisibility does not cancel the condition of invisible. It only allows people to see an invisible creature for the purposes of op attacks and spellcasting.
This doesn't cancel the condition
It just negates advantage and disadvantage between the specific two actors
but it should not do that
Any warnings in the console when healing?
whether it follows the rules as written or not, the use case for that macro is clear -- see invis negates adv/disadv between the two
hes the author of midi srd, if he puts that in the module its not rules as written
No. just straight up give maximum value
Getting into #tabletop-discussion
no author is beholden to implementing anything 100% rules as written
So that condition either evaluates to true or it fails to evaluate at all, in which case a yellow warning should appear in console
Ok, it might not work as I expected it then. Will have to double check when I can.
Sorry, found the errors
Can you use the same flag with grants instead of that one?
When you are putting an effect value onto an ability, what is the formula for character level + charisma bonus? This is to automate the temporary HP in Inspiring Leader
As I understand this is what's causing the problem:
SyntaxError: Unexpected token 'i', "findNearby("... is not valid JSON
I've left only "grants" flag, still rolling max despite familiar being far
is it @details.level + @abilities.cha.mod?
I would suggest autocomplete inline properties module for these exact case of properties in formulas
And I think yes that's it
ty
Probably not an actually evaluated field that one then. 🤔 Will check later
what key are you using in the active effect, cause that could be very bad if you are using the wrong active effect key
wheres @spice kraken with his copy paste
if its an overtime or a macro.execute/itemmacro then modding hp/temphp with an active effect is ok
I think they made an action type healing Item
they mentioned Effect Value, which had me worried
That was the suggestion at least
do you mean like passive or active effect?
i've just gone into Inspiring leader and added an effect. It's currently under passive effects and gives temp hp.
Ehmm we suggested an Item that heals for tempHp 😁
what is the attribute key you used?
As an exercise try to damage or reduce the hp of the affected actor
if its system.something.something.hp, you did bad thing
hmm, maybe i did something evil
More chaotic neutral would be than evil 😅
make an item that has an action type of healing, and then a damage/healing formula of X amount of temphp. Inspiring leader doesn't need an active effect, or at the very least remove the temp hp key
system.attributes.hp.temp
Yeah try damaging that creature and see what happens
odd things happened
if theres any midi automation to be had from inspiring leader, its to catch they've already had it.
I'd put a blank ae for inspiring leader with a special duration of short and long rest
I do the same with the healer feats heal
then the party knows they can't inspire till that blank buff is off
i'm so new at this that i don't understand all the things you are saying. is there a similar sample item i might stare at to see how it's made. Otherwise I'm prolly gonna have to ask a lot of annoying questions
no module has automated inspiring leader
This is not your item so it has differences, but generally speaking this is exactly what you'd make:
see the bottom third? how its action type does the temp hp heal
if you have times up module, I also do this for a blank ae to track if they've already had a buf done in between short rests:
ok
this homebrew food my chef can make is basically the same as inspiring leader
the things in the item details to change would be icon, name, target info, limited uses, and the ability modifier drop down.
(and delete the attribute key in the active effect which basically made the creature invulnerable)
could it also be made to work like the False Life spell, and come at it from that angle? Just trying to learn here.
false life is a spell
yes dnd5e srd's false life is similarly setup just the wrong item type
generally speaking dnd5e srd items are usually bad to copy off of for midi but in this case its pretty safe
okay
If they come from Mr Primate DDBI, is he fixing them to work better with midi qol?
If they have a blue checkmark yes:
https://github.com/MotoMoto1234/Midi-Wiki/wiki/Spells
I gave false life credit cause it purposely allows for dfreds CE to apply the blank ae on it
in DDBI
ok
I was able to make Inspiring Leader do what it's supposed to just by changing the action type to heal and setting the damage type to healing(temp), giving it a range and things like that. It seems to be working just fine
Trying to make it an effect was, as you said, a disaster
I could be Chat GPT parading as a person
Im surprised someone hasn't attached chat gpt to anvil or foundrybot
Pretty sure thats how Skynet happens
What happens if you put the new dfreds toggle in a formula?
I wonder if it does nothing, if midi could add it that'd be...crazy
@toggleEffect[Grappled]
Gm screen just became alot cooler with this
Time to edit the conditions journal
it works with all ce's not just conditions 0_0
what is the description of the spell?
tmp hp as a cantrip is op af
All my spells are cantrips
ok, what is the description of the spell so I understand what you really want
So basically
I cast the spell on 1 creature
Then they get a buff on them for 2 turns
(I just had it force show up)
They should have temp hp for 2 turns.
Then it should go away after the end of the 2nd turn.
does it refill the temp hp on turn 1 and turn 2?
nope
there is no easy way to automate this
you could effect macro on deletion to clear all temp hp, but what if they got temp hp on turn 2 that was unrelated, it would clear that too
inside the effects tab?
Here is an example of an effect macro you can plagerize and change to temp hp:
const {value, max} = actor.system.attributes.hp;
const v = Math.round(value * 1.4);
const t = Math.round(max * 0.4);
await actor.update({"system.attributes.hp": {value: v, tempmax: t}});
Where does that go?
figure out what the temphp key is, change line 4, delete lines 1-3
Effect macro modules on deletion
to be clear, my macro is not what you want, its just an example of an effect macro updating an actor
you need to figure out what the path is to temphp and then define its value as 0
You don't have the module installed
you could write a dae item macro instead but I dunno how to write that
What is it called
So i need to have both effect creation and deletion?
I can only add one
DO i need to add something in here?
Or insid ethe other part
you can add every single option to the effect but I only told you to make a deletion, I dunno why you are asking about creation
theres no point in doing the adding of temp hp in a macro cause its already done on the item itself
because my example was not your item
that item adds hp to the actor on creation and removes it on deletion
So I will just be using this await actor.update({"system.attributes.hp": {value: v, tempmax: t}});
you just need to automate the removal of temp hp
And I need to change the attributes HP to temp HP
whatever temphp is, you can usually find that by selecting a token and typing _token.actor in the console
then diving into a bunch of data
alternatively you can cheat at this by using DAE active effect key auto completion to find it
won't this remove ALL temp HP? What if they get more temphp from other sources?
What is DAE active effect key?
but to be clear I'm not telling you to make an ae, I'm telling you to cheat and let dae auto complete the text to paste into the macro
this is where not learning core really shines on you, you really should go watch the faq tutorials so that you aren't always lost with basic terminology. Its literally what you've made constantly and is actually the original thing you made that I corrected you on
Well there is a lot to learn and I started yesterday so
before you made this, you made an active effect that we warned you would be broken, that active effects attribute key is literally what you want to replace in the macro with
thats not an excuse for skipping the tutorials, go watch them now so yourlife is 10x easier when asking for help
Where are the tutorials
especially if your world is 100% homebrew, learning how to make things is what the tutorials is all about
I'm not really sure what "the tutorials" are
dnd5e faq
that channel was hidden for me
Well thanks for linking it
I'm just sayhing
This is what it looks like for me
But when I click your message with the channel
threads are hidden till you join them
right click that channel and click join
bottom line the key in the macro is going to be exactly what you plopped in the original active effect that you deleted so if you go back and recreate it you can copy/paste it easily into the macro(just don't leave that active effect afterwards as it was wrong to use in the first place)
its a hack to get the codes for macros without having to go fishing in the console
I will just work on a different spell!
and run into the same issue of asking for help and having us share the tutorial to you yet again.
Well no
how much of your world is homebrew and how much of it is 5e?
I am watching the videos, but it seems like
The whole "It will remove other effects on it" will be a problem
So the spell itself I just got rid of
Um, my world is basically mostly homebrew just using 5e system
you should uninstall midiqol and play with the core roller, watch the tutorials and build stuff in that system.
he could use WIRE, semiauto usually goes well with homebrew
That would drive the dnd5e guys nuts trying to answer all the questions in that channel if he went with wire lol
theres like 2 people who know how to write for wire
Basically my game is a PvP only campaign im making for a few friends, that revolves around an arena and fighting eachother.
All the techniques i've learned I've been putting into other spells
oh, well, then you'll have a shitload to learn, Truth
like I can easily make over time healing spells now seeing how I was taught that yesterday
and the video showed I need to put + @clever carbon to even get the modifier
and that was like pulling teeth trying to get you through that
I'd hope so
you could use Bing AI to write some of the basic macros/codes you might need, but that requires some basic understanding of "what goes where"
oh god don't send a day old user to that
the entire macro polo channel is quietly screaming right now
😆
for an experienced midi user though, chat gpt is amazing for helping you understand all the responses you get in macro polo and from the code gurus here
just literally copy and paste the replies from the coders here into chat gpt and it explains it to you like you are 5 lol
been there, done that, lol. It really is great
you know what? thats probably actually true, chat gpt is on a 2 year delay but most item creations should be pretty accurate, just macro/javascript will be wrong
use Bing AI, it uses ChatGPT but has 100 tera more info
also chat gpt will learn from you so if you tell it a code is wrong in midi macros it will keep that in mind, but only as long as you keep the conversation open
Yea so it seems like, putting buffs on other people that will trigger a reaction for THEM is not easily do-able.
pretty sure chat gpt 4 is the same as bing AI without the force fed microsoft edge
But ain't gpt4 closed to the public? I thought just gpt3 was free
the method in which you can do that is so complicated and janky, that even the helper with janky as his middle name limits it to just 2 things in a world where I could make 1000 of them. That should say it all.
why do you hate yourself so much?
It relies upon a module that is literally on life support, Mr. Primate keeps active auras alive purely for a few premades he offers in DDB importer lol.(I assume)
I wanna see KFC revived for v10/v11, its in fork form now but that module has so many cool tricks to it
I don't hate myself
I am just trying to figure out what I can and cannot do!
Moto when I ask the same question he helped me with yesterday
I'm just joking with you, cos what you said is too hard to automate
granted that I'm one of the least knowledgeable ppl on this channel, but I wouldn't even know where to begin to do that
i saw something about my efffects being wrong or messaged up yesterday
Should it be asleep?
that is a byproduct if an oversight by mod authors in how dfreds CE and Combat utility behave with midi
I think if you install dfreds Ce or cub, set it to the proper setup for midi, and then reinstall midi SRD it will fix, and I think the mod author can set a fallback value which they forgot to do
Asleep is a tell tale sign that the user is not using either of the condition automation modules with midi, which is technically ok, but not if you plan on homebrewing 100% of your world.
because Asleep is Unconscious in Cub and CE
I haven't the energy to answer that. Read the faq, watch the tutorial. Your conditions do nothing currently in your world. Is that what midi users generally want? No.
I genuinely do not know if dae auto populates the keys if you make a blinded via DAE, I assume no but I've never been in your position to find out.
I wonder if cub users have this problem now that I think about it, do the cub conditions auto populate midi flags, how does it know midi exists?
with the amount of help you ask for here? I think you should pick dfreds CE, just cause 90% of us use that instead of cub. Cub is more of a generic module for all systems while dfreds Ce offers more features for dnd5e specifically.
what version of foundry and dnd5e are you on 0_o
didn't he release a 4.2.2?
weird I thought he released 4.2.2 guess not, you are fine with that version
like all things in foundry, nothing is plug and play you will have to enable it and then tweak its settings
these are my settings to cut that off at the pass, do with them what you want but the Replace drop down is the most critical one for your specific problem, set it to replace, it defaults to none.
Once replace is set, theres a tool on the left that I like to call a "Jazz Hand" that opens dfreds menu, in there you can right click stuff and get a bunch of options, you can right click and toggle status icon to make it show up in the token huds statuses. Thats a typical first ask when people install it.
whenever you toggle A ce in this menu to status icons, you have to refresh your client for the changes to show up in the token hud
honestly that menu mostly is for situationally rare things you do
as a midi user, now you should be able to look at that fear item in the compendium and it should be pointing to unconscious
restart your browser after setting replace
lets avoid that cache hiccup shall we
Now on a blank item, at the top bar, you can click the wrench, which is what we usually refer to as dae's
and instead of choosing NEW in that drop down, you can now pick any of the CE's that are set as status conditions
O ok nice
For you this is great, for the spectators here who are CPR users, you probably don't want to use this feature as all of them are statusEffect and CPr kinda likes it when you use macro.CE instead(not for you truth, your world is homebrew CPr need not apply)
Kinda think midi srd will just add cub/dfreds as a mandatory in the next release, seems weird to add fallbacks to items that have no automation.
ok these conditions are very useful
thnak u!
Is there any other moduels that adds more conditions or will that break it
in dfreds CE's jazz hand you can create new CE's and then right click them as they show in the Custom FOlder and choose toggle as status icon, refresh the page and they will show up everywhere a condition would
Unless Tposney/dfreds has fixed the upcast issue, it is ill advised to make spell ce's as midi is not transferring spelldata to the ce's so they don't upcast.
unless the spell ce has no need to know what the level was that was cast
think of spells like aura of vitality
you can also drag a ce from the jazz hand onto an items effect tab if the item is on an actor(won't work if the items in the sidebar) as a quick way to fix a sheet you imported or something.
the most common one I do is Parry, as its almost entirely an npc ability, and its never setup right, so I made a Ce and either have midi auto apply it or drag it to a named npc if the parry is called something else
midi will auto detect if an item was rolled that matches a Ce and apply the CE to the target settings of the item fyi
it matches for perfect names so any additional characters or a rogue punctuation will cause the matching to fail
any moduels or way to make so if I change what an item does it updates on player sheets or is that wishful thinking
Tight. Warpgate is pretty nice. Got Breath of the Dragon working. Prompts for "Cone or line" then prompts for "damage type" and I just alter the item pre-roll
ends up working perfectly now
Don't know about module, but you could just delete the item on the player, than drag and drop it again on the player sheet. Alternatively, you could change the item directly in the player sheet.
I can think of two modules that will seek out and update your actors on a button click but they won't work with what Truth is doing
CPR and DDB importer will update published content on actors
Quick question
I made a spell that makes you invisable
but when you use a spell template it reveals all invisible people.
It was because they had observer
On the Invisable token
Midi qol just stopped doing most things. It doesn't roll damage after attacks or apply it automatically or ask for or make saving throws
We just started our game and it all fell apart
sounds like your GM got logged out if that happened spontaneously tbh
yeah strange – can you roll damage at all? or is it just not auto-rolling... if that's your expectation
we moved to another map and now we have a different set of problems...